Hello,
March is over. Yes, I'm aware that today is April Fool's Day. No, I'm not fooling you, but I also didn't want to wait until tomorrow since people are waiting.
I never posted on Patreon, but I mentioned it in the comments and on Discord. March became a unofficial "line-in-the-sand" month for me. I told people I'd release the game or else... I did this to hopefully spur development forward. To get past this insurmountable hurdle I've somehow developed. It's April 1st.
I do have a release that I could have thrown out the door (a la December 2017), but that was not the point of my March declaration. What is the point is that with everything on the line, I still faltered. I'm appalled by that. It's not fair to every single person who has pledged and supported me. Not taking money matters, but it chips away at me every time I fail to deliver. Three years of expectations and missed release dates have dampened what should be a glorious game.
So, in that light, I've got a long-lost developer tutorial for anyone considering trying their hand at the Patreon-game:
1. Start small. I can't emphasize this enough. Your "epic" will come, but get a handle on things first. Otherwise, you'll improve dramatically over the first few years and want to bring the earlier portions of your game up-to-date.
2. Think long and hard about Patreon tier rewards until you've established yourself as a developer. They can become quicksand fast. When you do implement them, do so in small increments. Otherwise, you'll end up pulling a "YTGaming" and pretty much never deliver the tier rewards. I can only take a glimmer of salvation in the fact that so many other Patreons have faced a similar dilemma.
3. Avoid adding anything extra to your first game. Put together a design document and stick to it. Patron suggestions are amazing and fun as hell to discuss, but you're not ready to tackle them in your first game.
4. Don't give out release dates until the release is in testing. Yes, even I understand this rule--I just apparently can't follow it.
5. Don't open a Patreon and have your first child. Seriously. I truly believe YTGaming would be on a completely different level if I had started it 1-2 years before I had my first child. Time just disappeared, and instead of working on the game, I played games because it was the very limited spare time I had between working and raising a newborn, and I didn't want to simply not play games anymore. Plus, it's damn hard to be creative when you're exhausted.
6. Consider every single asset each game system adds. Also, understand that major systems like battle systems are probably better left until you've mastered the basics. There is an RPG Maker tutorial about building a small island game with 1-2 dungeons and 1 village. You may roll your eyes, but don't. Build that and grow from there.
7. Be aware that mistakes quicksand, and it's unbelievably hard to claw your way back. Don't ever say you've completed something with the intention of "catching up" and making your statements accurate. Those false promises are too easy to make and will weigh you down.
8. Respect your patrons, but also realize that each one is simply one opinion among many. Don't sabotage your development based on a few comments. Be aware that many times the minority may be the most vocal.
*A tip of my hat to you MiB, you were right.*
Now, back to the bloody battlefield that is my Patreon. I realized late last night that I wouldn't get the release to where I wanted it by the 31st. I knew I'd cross that unofficial line in the sand. That means it's time for some hard reflecting on what in the fuck is keeping me from reaching my goal of creating a h-game that Japanese players would want to play (a goal inspired by all my jealousy over the years at seeing the awesome Japanese games and not speaking the language well enough. Which I remedied by learning). If I'm only ever willing to give you guys a few hobbyist hours a week, then this entire Patreon is misleading and unfair. Do I even want to dedicate the insane amount of work that a game like Aylia's Story demands? Because, I can't half-ass it, that much is glaringly clear.
Part of it is without a doubt a series of circumstances which led to me being terribly busy all the time (having kids) and not needing much in the way of monetary compensation for my time (a huge payday from my last job and crypto--yea, I didn't hodl). The circumstances led to me being able to justify my inaction through my pledging structure, which again is unfair to you guys.
So what is fair? I don't fully know, but I'm going to make you all this vow. I'm not going to brush off this missed release date and justify it with the fact that I've not collected money. I'm going to figure out if I want to do this more than I want to find a normal job. I've no plans to to drop Aylia's Story. I've put in way to much time to not at least release a gimped edition at some point, but I am going to figure out once and for all if I can run a fair and fun Patreon. I can post updates on forums and I have a Discord filled with amazing fans, if the pressures of Patreon are too much, I can do the hobbyist thing without it. If I'm going to run a Patreon, I'm not going to do so on hobbyist hours and false promises. That's my vow to you.
It's for you to decide if you want to somehow scrounge up more patience. If you don't, I understand and give you my heartfelt thanks for the support you've already given me. If you do, I will stick to the one constant I've had in that I won't take your money until I believe it is earned. I also ask that try and clean the slate. Don't play the release with 3 years of expectations. I can't meet them; hell, I'm not even fully sure what they are anymore. I could put up slideshows of the redone artwork, the rewritten dialogues, the discarded game chunks that I probably should have released. Too often, I don't release something because I'm ashamed that it's all I have to show for 3 years of work. Then... I end up redoing it and scrapping it altogether when the next round begins. Please, try to rein in your hype and remember that whatever gets released is the product of one person and a few commissions. I'll do my best to remember that it doesn't have to be perfect--the biggest failure is not releasing anything.
YummyTiger
YummyTiger Gaming
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